Esports as the competitive play of digital games has gained considerable popularity. However, a comprehensive framework for esport training is still missing. In this paper, a performance model integrating insights from game research and sport science is developed. Based on this model, an online questionnaire was designed and applied to investigate training in different esports regarding relevant competencies and training areas. Overall, 1,835 esports players voluntarily participated in the study. Age ranged from 13 to 47 years (M = 20,9; SD = 4,5), and males clearly dominated (95%). Furthermore, the mean weakly playing time was 20.03 hours (SD = 15.8). Training occupied 38.85% (7.75 h) of the playing time on average. On the one hand, the re...
The popularity of electronic sports (esports) has increased over the last decade, and knowledge has ...
Dissertação de mestrado em Informatics EngineeringThe gaming industry has undergone some changes wit...
Background: Competitive gaming (or esports) is an emerging phenomenon with a field of over 454 milli...
Esports as the competitive play of digital games has gained considerable popularity. However, a comp...
Esports as the competitive play of digital games has gained considerable popularity. However, a comp...
Esports is a growing phenomenon that is capturing the attention of individuals worldwide, and has gr...
Esports is a growing phenomenon that is capturing the attention of individuals worldwide, and has gr...
For many decades, researchers have explored the true potential of human achievement. The expertise f...
© 2019 Pluss, Bennett, Novak, Panchuk, Coutts and Fransen. For many decades, researchers have explor...
The purpose of this survey was to collect straight data from esports players globally to find out th...
This chapter is an extended revision of the authors' earlier study (2016) on the training routines o...
While scientific interest in electronic sports (esports) is steadily growing, there remains an absen...
This study followed a longitudinal design to objectively monitor practice behaviors of professional ...
Electronic sports (esports) is a fast growing phenomenon in digital games where players compete, in ...
The popularity and commercial success of videogames in the current era has given rise to a new type ...
The popularity of electronic sports (esports) has increased over the last decade, and knowledge has ...
Dissertação de mestrado em Informatics EngineeringThe gaming industry has undergone some changes wit...
Background: Competitive gaming (or esports) is an emerging phenomenon with a field of over 454 milli...
Esports as the competitive play of digital games has gained considerable popularity. However, a comp...
Esports as the competitive play of digital games has gained considerable popularity. However, a comp...
Esports is a growing phenomenon that is capturing the attention of individuals worldwide, and has gr...
Esports is a growing phenomenon that is capturing the attention of individuals worldwide, and has gr...
For many decades, researchers have explored the true potential of human achievement. The expertise f...
© 2019 Pluss, Bennett, Novak, Panchuk, Coutts and Fransen. For many decades, researchers have explor...
The purpose of this survey was to collect straight data from esports players globally to find out th...
This chapter is an extended revision of the authors' earlier study (2016) on the training routines o...
While scientific interest in electronic sports (esports) is steadily growing, there remains an absen...
This study followed a longitudinal design to objectively monitor practice behaviors of professional ...
Electronic sports (esports) is a fast growing phenomenon in digital games where players compete, in ...
The popularity and commercial success of videogames in the current era has given rise to a new type ...
The popularity of electronic sports (esports) has increased over the last decade, and knowledge has ...
Dissertação de mestrado em Informatics EngineeringThe gaming industry has undergone some changes wit...
Background: Competitive gaming (or esports) is an emerging phenomenon with a field of over 454 milli...